• Title/Summary/Keyword: 상호작용행동

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The Effects of Fairness on Abusive Supervision and Organizational Citizenship Behavior: Focusing on the Mediating Effect of Abusive Supervision (공정성이 비인격적 감독과 조직시민행동에 미치는 영향: 비인격적 감독의 매개효과를 중심으로)

  • Nam, Keong-Suk;Yoo, Young-Jin
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.324-334
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    • 2016
  • The purposes of this study were to identify the causal effects of distributive fairness, procedural fairness and interactional fairness on abusive supervision and the causal ones of abusive supervision on organizational citizenship behavior(OCB). Also this study aimed to investigate the mediating effects of abusive supervision on the causal relationships between three fairnesses and organizational citizenship behavior. The sample of this study were customer-contact employees of restaurants among Youngnam province. 376 questionnaires were used for the empirical analyses. According to the research findings, distributive fairness and interactional fairness had negative influences to abusive supervision and abusive supervision had a negative influence to OCB. Another research findings were that abusive supervision had the mediating effects on the causal relationships between two fairnesses(distributive and interactional) and organizational citizenship behavior. Managerial implications of the research findings are that restaurant managers should set up the organizational culture of respecting employees each other and provide training for the level of supervisor to foster the organizational culture. In the field of restaurant industry, training is very important for employees to foster this organizational culture as this industry has the environment of becoming abusive supervisor for the reason of supervisors' being exposed to lots of physical and psychological burden of works.

Mother-Infant Interaction Styles Associated with Infant Development (어머니-영아간의 상호작용방식이 영아발달에 미치는 영향)

  • Park, Sung-Yun;Soe, So-Jung;Bornstein, M.
    • Korean Journal of Child Studies
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    • v.26 no.5
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    • pp.15-30
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    • 2005
  • The subjects of this study were 31 mothers and their first-born infants from middle class families living in Seoul. Mother-infant interactions were filmed at 5 and 13 months of age during naturalistic play situations at home. Questionnaire data were also collected. Results revealed that both maternal didactic and social interactions decreased over the 5 to 13 month time period but (only for infants) object-oriented interaction increased over time. Infant object-oriented interaction at 13 months was predicted by cumulative effects of both mother's social stimulation at 5 months and infant social interaction at 13 months. Infant's social interaction at 13 months was predicted by infant's object-oriented interaction at 13 months. Infant language development was predicted by mother's didactic stimulation.

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Effects of Butorphanol on Behavior after Intestinal Anastomosis in Dogs (Butorphanol의 투여가 장문합술 후 개의 행동에 미치는 영향)

  • Koo Ja-min;Lee Hee-chun;Chang Hong-hee;Seong Yong-jeung;Lee Hyo-jong;Yeon Seong-chan
    • Journal of Veterinary Clinics
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    • v.22 no.1
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    • pp.6-15
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    • 2005
  • This study was performed to investigate non-invasive behavioral pain assessment of dogs after surgery, and the analgesic effects of butorphanol after intestinal anastomosis in dogs. In this study, five dogs in the Control Group were anesthetized, but did not undergo surgery. Five dogs in the Analgesic Group were undergone intestinal anastomosis and treated with butorphanol. Five dogs in the Non-analgesic Group were also undergone intestinal anastomosis without analgesic treatment. The dogs in the Analgesic Group received butorphanol (0.4 mg/kg, IM) before and immediately after operation, while dogs in Control and Non-analgesic Groups received isovolumetric doses of sterile saline. The behavior of dogs were videotaped for 400 mins after anesthesia, during which time a researcher interacted with the dog once per each 80 mins. At each interaction, the researcher recorded behavioral pain score, using University of Melbourne Pain Scale. Interactive and non-interactive behaviors were observed and quantitated by a single observer using focal continuous sampling method. Vocalizations were obtained during 400 mins after anesthesia, and duration of call, intensity, pitch, 1-4 Formant were analyzed. Surgery affected an increasing of pain score. During interactions with researcher, greeting behaviors were decreased after surgery. Differences between Analgesic group given analgesic or that given a placebo drug were readily understood using quantitative behavioral measurements and vocalization. Significant difference between Analgesic group given butorphanol or that the given placebo drug was apparent(p< 0.05).

The effect of trust repair behavior on human-robot interaction (로봇의 신뢰회복 행동이 인간-로봇 상호작용에 미치는 영향)

  • Hoyoung, Maeng;Whani, Kim;Jaeun, Park;Sowon, Hahn
    • Korean Journal of Cognitive Science
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    • v.33 no.4
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    • pp.205-228
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    • 2022
  • This study aimed to confirm the effect of social and relational behavior types of robots on human cognition in human-robot interaction. In the experiment, the participants evaluated trust in robots by watching a video on the robot Nao interacting with a human, in which the robot made an error and then made an effort to restore trust. The trust recovery behavior was set as three conditions: an internal attribution in which the robot acknowledges and apologizes for an error, a condition in which the robot apologizes for an error but attributes it externally, and a non-action condition in which the robot denies the error itself and does not take any action for the error. As the result, in all three cases, the error was perceived as less serious when the robot apologized than when it did not, and the ability of the robot was also highly evaluated. These results provide evidence that human attitudes towards robots can respond sensitively depending on the robot's behavior and how they overcome errors, suggesting that human perception towards robots can change. In particular, the fact that robots are more trustworthy when they acknowledge and apologize for their own errors shows that robots can promote positive human-robot interactions through human-like social and polite behavior.

Cyberhuman: The Interaction Autonomous Agents in Dynamic Environment (사이버인간: 동적 환경에서 능동 에이전트간 상호작용)

  • Bae, Kyung-Pyo;Park, Jung-Yong;Shin, Dong-Seung;Park, Jong-Hee
    • Proceedings of the Korean Information Science Society Conference
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    • 1998.10c
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    • pp.96-98
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    • 1998
  • 객체와 객체, 객체와 환경(공간 객체) 사이의 상호작용을 Field 라는 개념을 도입하여 개념적으로 장 이론이라는 방법론으로 객체들간의 상호작용을 해석하였다. 구체적으로 환경은 공간에 대한 수학적 개념으로 정의하고 객체와 환경사이의 상호작용은 해석하였다. 구체적으로 환경은 공간에 대한 수학적 개념으로 정의하고 객체와 환경사이의 상호작용은 일련의 상호 의존적 사실들로 표현하였다. 따라서 공간에 대한 수학적 개념과 힘의 역동 개념을 동원해서 객체와 환경이 주어진 상황에서 나타나는 구체적인 행동을 기술한다. Vector, Algebra, Topology 등과 같은 물리학적 및 수학적 개념을 도입하여 객체 상호작용을 해석하기 위한 과학적 이론 시스템 개발에 활용할 가능성을 제시하였다.

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Design and Implementation Effective Behavior of Autonomous Agent in Dynamic Environment (동적 환경에서의 효율적인 자율 에이전트 행위의 설계 및 구현)

  • 박형근;박정용;이은희;정상윤;박종희
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10b
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    • pp.251-253
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    • 1999
  • 가상현실을 이용한 교육시스템에서 학습자를 대신한 에이전트의 설계에 대한 많은 연구가 이루어지고 있다. 이러한 에이전트의 설계에 있어서 가장 중요한 점은 동적으로 변화되는 환경에서 이루어지는 다양한 현상과 사건들을 인식하는 방법과 이에 대해 반응하는 행동의 설계와 구현에 있다. 본 논문에서는 에이전트의 행동을 설계함에 있어서 교육 시스템의 목적에 부합하기 위한 주위 객체들과의 상호작용을 통한 행위의 인식, 장이론을 이용한 공간객체와의 상호작용 등을 이용하여 좀 더 효율적으로 주위 환경에 반응할 수 있는 자율 에이전트의 행위에 대한 방안을 제시한다.

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Personalized Emotional Character Agent (개인화된 감정기반 캐릭터 에이전트)

  • 김범수;백혜정;박영택
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10b
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    • pp.16-18
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    • 2001
  • 사용자와 컴퓨터간의 자연스러운 상호작용을 위하여 Emotional 캐릭터 에이전트에 대한 연구가 지속되고 있다 어플리케이션에 Emotional 캐릭터 에이전트의 사용자인터페이스 적용은 사용자와 컴퓨터간의 자연스럽고 Personalized된 상호작용을 가능하게 한다. Personalized Emotional 캐릭터 에이전트에 대한 연구는 다음과 같다. 1) 사용자행위 정보를 이용한 캐릭터의 감정 생성연구 2) 블랙보드시스템을 이용한 감정추론 연구 3) 생성된 감정을 캐릭터의 행동표현으로 변화시키기 감정과 캐릭터 행동간의 연계 연구 4) Personalized Emotional 캐릭터 에이전트를 어플리케이션에 적용하는 연구

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Effects of SNS Users' Perceived Interactivity on Using Reluctant Intention Using Modified Prototype/willingness Model (수정된 원형/행동경향 모형을 통한 SNS이용자들의 상호작용성이 이용저하에 미치는 영향)

  • Park, Soo-Hong;Cho, Hee-Young;Yang, Hoe-Chang
    • International Commerce and Information Review
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    • v.16 no.3
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    • pp.3-23
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    • 2014
  • This study focused on causes of use reluctant intention because closed SNS was more active than open SNS was despite tremendous growth of SNS to have negative influence upon not only SNS contents suppliers but also marketing business using SNS. The survey were conducted a total of 205 participants with adult over colleague student, 197 copies that excluded questionnaire with unfaithful answer were used in the analysis, and we used path analysis of structural equation modeling. The results of modified path model showed that interactivity was influenced by value, and then affecting "trust ${\rightarrow}$ satisfaction ${\rightarrow}$ using reluctant intention" path and "satisfaction ${\rightarrow}$ using reluctant intention" path. These result reflected that interactivity have a double-edged sword and value is very important standard to make a positive of negative role of interactivity. These results suggested that interactivity was found to have influence upon not only behavioral willingness that took actions depending upon either improvisation or situation but also behavioral intention path that thought and took actions in reasonable way. The interactivity had double-edged sword to help develop SNS and to produce negative results.

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Design of Fish Behavior Simulator for Constructing Virtual Underwater World (가상 해저 환경 구축을 위한 Fish 행동 시뮬레이터 설계)

  • Kim Jong-Chan;Kim Eung-Kon
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06a
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    • pp.124-126
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    • 2006
  • 가상 해저환경에 존재하는 군중 캐릭터 움직임을 수작업에 의존하는 기존의 애니메이션 제작 방법으로 제작할 경우 많은 시간과 비용이 필요하기 때문에 이를 자동화하여 보다 효율적이고 쉽게 제공하기 위해 장면의 사실성, 시스템의 성능 그리고 사용자와의 상호작용성을 적용하여 자연스러운 해저환경을 표현하고 군중 행동 장면을 생성을 위해서 자동화 기법이 개발되어야 한다. 본 논문에서는 군중 행동 시뮬레이터를 개발하여 해저환경속에서 사실적이고 효율적인 객체 표현을 위해 3D 객체에 군중행동양식을 부여하고, 상호작용이 가능하도록 다수의 Fish 군중행동 시뮬레이터를 설계한다.

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The Characteristics of Verbal Interactions According to Students' Cognitive Levels and Openness Levels of Tasks in Thinking Science Activity (Thinking Science 활동에서 과제의 개방도와 학생들의 인지수준에 따른 언어적 상호작용의 특징)

  • Yu, Sook Jung;Choi, Byung Soon
    • Journal of Science Education
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    • v.36 no.2
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    • pp.216-234
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    • 2012
  • This study examined the characteristics of verbal interactions presented in TS activities with different tasks' openness levels by the cognitive levels of students through the implementation of TS program to 14 fifth graders in gifted class. Results of this study revealed that the open-type TS activities showed higher percentages of verbal interactions than the guiding-type TS activities showed and that the higher the open level of tasks was, the more high-level verbal interactions occurred. These results were showed in almost all subcomponents of verbal interactions. The results according to the students' cognitive levels showed that the higher the cognitive level of students was, higher frequency of interactions, high-level verbal interactions and a variety of verbal interactions occurred. The influence of both cognitive level of students and the task's openness on verbal interactions among students seemed to be interactive, however. In guiding-type activities, the percentage of high-level verbal interactions was not high although the cognitive level of students was high. And students in low level of cognition showed far lower frequency of interactions and their percentage of high-level verbal interactions was low even though the openness of the tasks was high. The results of this study meant that although open-type activities drew higher level verbal interactions by stimulating students' thought, the effects would be limited owing to their low cognitive level. Based on these findings, an implication was suggested that it is important to design instructional strategies and adjust openness level of TS activities to students' cognitive level so as to stimulate the thinking of students in lower cognitive level and to highten their engagement in activities.

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